Smartphone was a technology-based device that was almost used and owned by every individual, both teachers and students. This study aimed to identify opportunities for using smartphones to support learning activities. This type of research was included in qualitative research, the research subject consists of 30 students of primary education level who were randomly selected. The data collection method used was a survey with a research instrument, namely a questionnaire. Through the questionnaire, it was found that 86.7 percent of students have smartphones that are used to play games (76.7 percent), using smartphones in a day for more than 5 hours (63.3 percent) this was certainly an opportunity for innovative learning media to emerge. with ...
The low level of activity and learning outcomes on flat-shaped materials requires an appropriate sol...
During the COVID-19 pandemic, educational mobile games may play a significant role to facilitate stu...
This study aims to examine the differences in student learning outcomes between classes that use edu...
Smartphone was a technology-based device that was almost used and owned by every individual, both te...
Researches on the effectiveness of technology used in learning had shed different light on its affor...
The widespread use of smartphones to play games and the lack of use as a medium for learning mathema...
This paper discusses the implementation of “JKalvi”, an E-Learning approach used to replace traditio...
Teaching and learning activities in Indonesia still employ the lecture method which is considered tr...
In this modern age, more children are becoming frequent smartphone users. This research presents an ...
This study aims to find out information about the need for educational games, perceptions of educati...
The didactic method of digital, game-based learning includes integrating educational content or lear...
Over the years, the technology integration has been increasingly evident in the higher education ins...
The use of mobile devices is increasing in daily learning activities, providing single-person use co...
The purpose of this study is to find out whether there is an influence of the use of game applicatio...
[[abstract]]Fun games can generate a flow experience for players, and further increase their willing...
The low level of activity and learning outcomes on flat-shaped materials requires an appropriate sol...
During the COVID-19 pandemic, educational mobile games may play a significant role to facilitate stu...
This study aims to examine the differences in student learning outcomes between classes that use edu...
Smartphone was a technology-based device that was almost used and owned by every individual, both te...
Researches on the effectiveness of technology used in learning had shed different light on its affor...
The widespread use of smartphones to play games and the lack of use as a medium for learning mathema...
This paper discusses the implementation of “JKalvi”, an E-Learning approach used to replace traditio...
Teaching and learning activities in Indonesia still employ the lecture method which is considered tr...
In this modern age, more children are becoming frequent smartphone users. This research presents an ...
This study aims to find out information about the need for educational games, perceptions of educati...
The didactic method of digital, game-based learning includes integrating educational content or lear...
Over the years, the technology integration has been increasingly evident in the higher education ins...
The use of mobile devices is increasing in daily learning activities, providing single-person use co...
The purpose of this study is to find out whether there is an influence of the use of game applicatio...
[[abstract]]Fun games can generate a flow experience for players, and further increase their willing...
The low level of activity and learning outcomes on flat-shaped materials requires an appropriate sol...
During the COVID-19 pandemic, educational mobile games may play a significant role to facilitate stu...
This study aims to examine the differences in student learning outcomes between classes that use edu...